Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Hill 522
Leyte '44 #4
(Defender) Japan vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Leyt004
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Leyte '44
Historicity Historical
Date 1944-10-20
Start Time 14:30
Turn Count 16
Visibility Day
Counters 50
Net Morale 0
Net Initiative 1
Maps 2: 100, 101
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Cave Control
Entrenchment Control
Conditions
Caves
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Leyte '44 Base Game
Marianas 1944 Maps
Saipan 1944 Counters
Introduction

During the months leading up to the American landings, the Japanese 16th Infantry Division’s command staff had impressed the entire population of the nearby town of Palo to turn a rise just north of the town into a fortress with concrete pillboxes, trenches and tunnels. Hill 522, as the Americans named it, dominated the routes inland and the Japanese could hold up their advance for some time if given the opportunity to reinforce the hill. The American timetable demanded that the hill be taken before the Japanese could move more troops there.

Conclusion

The Japanese actually came off the hill to fight the 19th Infantry’s 1st Battalion during the approach to the objective, apparently hoping to catch them unawares. They had some success, but American naval guns blasted the hill and the infantry fought their way through the ambushes and small-scale counter-attacks. Scouting parties found a way up the hill and the Americans reached the crest, where they engaged in a sharp fight with Japanese troops coming up the other side to meet them. The action cost the Japanese fifty dead and the Americans 14 dead and 95 wounded, but left the hill in American hands.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Misc
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (1)

Leyte 1944, Scenario Four: Hill 522
Author JayTownsend
Method Solo
Victor United States
Play Date 2020-12-10
Language English
Scenario Leyt004

Leyte 1944, Scenario Four: Hill 522

I wanted to get back into the meat of the Pacific War again, with caves, entrenchments, minefields, specialty weapons, massive artillery strikes, air-support and assault combat, so I jumped into this scenario, not too large but not too smaller either, it hit the spot.

The Japanese defended mostly on the 60-meter hexes on map 100 with what I thought was good placement of their defensive positions but with that early heavy American artillery on the first four turns, things shifted a bit. The airstrikes were only effective on two out of six turns but still nice to have, so it boiled down to the boots on the ground.

It was bloody combat especially for the caves and entrenchments. I had two sets of connecting caves that the Japanese could shift units around without getting shot by opportunity fire, which was pretty cool. Also on one assault the Japanese lost more units in a cave but instead of retreating and getting a free shot by the Americans they moved/retreated through to the connecting cave. Adds a new realistic twist to the game which happened a lot in the actually Pacific battles.

So many different things happen in the battle/scenario that kept the game interesting. The Americans won a Major Victory on paper but it was a lot closer than it looked and if a few things happened differently the results could have come out much different. The Japanese lost 19 steps with the two Casemates counting double while the Americans lost a surprisingly high 10 steps. Neither side controlled enough/ten of the 60-meter hill hexes to get those 6 points but the Americans controlled 4 of the entrenchments & caves hexes to the Japanese 2, resulting in the 8 points for the Americans and 4 points for the Japanese. Finally score, Americans 27, Japanese 14. But as I mentioned before, a few different strategies and dice rolls and the outcome would have been very different. Fun scenario to play!

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